Chaosforge Forum

  • July 24, 2019, 02:57
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kornel Kisielewicz

Pages: [1] 2 3 ... 198
1
General Discussion / Re: JH 0.7.2a from Itch fails to launch
« on: July 21, 2019, 10:35 »
First of all there's a 0.7.2b version, but I forgot to push it to itch. It should be live now!

I'll need some more info - your GPU model, and whether the OpenGL fallback version works. I have no idea how to do it nicely on itch (on steam it presents and option) so you'll have to manually launch the game with --gl parameter (note the double dash).

P.S. is it your post on Steam? So I don't have to try to solve two issues at once :P

2
General Discussion / Re: How to get into beta?
« on: July 16, 2019, 03:45 »
You get it once it hits retail 1.0 (that is after Early Access). DRM means "Digital Rights Management", AKA "Copy protection". DRM-free usually means you get it without any copy protection and usually either download it directly from the company or from a site like GoG.com that does not include DRM.

Steam, believe it or not, is DRM. In most cases, Steam must be running to play Steam games.

Thanks for replying but this is mostly false :P. First of all - everyone who ever payed for Jupiter Hell, be it Kickstarter, Humble or Itch is getting a key the moment we launch into Early Access. Second - Steam has its DRM wrapper (we use it for the demo weekends) but it's opt-in - due to not being a fan of DRM, JH will be released without DRM on Steam, and will be launch able without the Steam client running.

3
Announcements / Jupiter Hell - Beta 0.7.0 RELEASED!
« on: June 22, 2019, 11:56 »


Welcome to Io, Marines - there's a war raging! There's a lot of meat in this release so gear up and get ready (and restart Steam to force the update!)

Read about it on the Jupiter Hell website: https://jupiterhell.com/news/27

4
Announcements / Jupiter Hell FREE Weekend DEMO on Steam!
« on: June 21, 2019, 13:52 »
Play a FREE pre-release DEMO of JUPITER HELL on Steam all weekend! 

1. Retweet!
2. Join the Discord: https://discord.gg/jupiterhell
3. Message the CRI Command bot the secret passcode: !Hell4U
4. Play and wishlist!



WELCOME TO A TURN-BASED ROGUELIKE COSMIC HELL, MARINE!

5
I missed that post, and it's first time I see it. I watched the last third of the video - it was intense D:

6
General Discussion / Re: [IDEA] other graphics modes
« on: May 10, 2019, 05:33 »
Pretty buggy though, particularly its interaction with menu subsystems.  Also, ...
I know, but that's beside the point for this question. ASCII will work on Early Access release - won't be pretty but will be correct.

Also ASCII mode has no sound.  =(
This one is a bigger issue and might not be fixed before early access.

7
General Discussion / Re: [IDEA] other graphics modes
« on: May 07, 2019, 10:14 »
This is something I actually thought about, not for the Doom sprites (we don't want anymore problems with Zenimax), but for support for 2d tileset. However, this is a very low priority feature, so won't come anytime soon.

Modding will be possible to the fullest extent. A Doom total conversion seems inevitable.

ASCII mode is actually already supported.

8
The virtual machine may be accelerated, but it only provides a OpenGL 2.1 context, whereas we need a 4.3 one at least. If running it on mac would be that easy a mac version would be already there :P

9
have you tried running through run_jh?

10
I really hope its a silence before a storm though :P

11
Unfortunately I don't have access to Steam Link, nor do not know anybody who does, so I cannot reproduce.

OTOH, we will be completely changing the rendering backend next major version, so maybe it will work then!

12
Off Topic / Re: Working on a roguelike...
« on: February 03, 2019, 06:12 »
No problems on my side - I'd have issues if this was the only reason you'd register and post, but as a long time community member, you're more than welcome to post your stuff :). I might take a look myself, but probably at work, because I don't want to setup the needed java stuff at home (in the long run you should research the all included deployment setup of java projects).

13
General Discussion / Re: Enemy stats
« on: February 01, 2019, 14:22 »
The dmg number is the final one. The damage in the inventory is the general one. So lets say you have a weapon that does 20 damage, then you'll see e.g. Dmg: 16 [2] - This is because this weapon has slash damage that counts armor twice :P

14
General Discussion / Re: Range Values
« on: November 26, 2018, 06:22 »
Two cases:

1) if there are two numbers, that means a falloff between full and zero on that range, so in that case it's a falloff between 100% damage and 0% on the 2-5 range.

2) if there are three numbers (like 2/4/10), then the falloff is 0-2 from 50% to 100%, then constant 100% between 2-4, and falloff from 100% to 0% in the 4-10 range. This form is usually used with automatic weapons.

15
General Discussion / Re: Input Bug
« on: October 06, 2018, 16:12 »
Try:
1) disabling the steam overlay in right-click Jupiter Hell properties
2) making sure you run on the dedicated GFX and not the built-in intel (you might need to enter the folder and do nvidia settings on the executable - we're working on this working automatically)
3) if those fail, update your graphics drivers

Please tell if any (and which!) helped!

Pages: [1] 2 3 ... 198